Dynamic respawns?

Just from the descriptions in this thread it sounds the same as BC at least.

And the blue has reiterated how the spawning system was explained to me in BC.

If you are super keen you can try forcing faster respawns with a distinct group of mobs within a small area.
You can also try using a large group to test if the trigger also involves player numbers within X space.
Of course outliers referencing kill counts might exist. With spawn rate increasing then dropping off after X count is reached.

Quest mobs were speculated to respawn faster if they were tightly packed.

Though it’s only rlly useful for stuff like guardian stones, essences and fellcloth.
If that even works for these essential mobs.
Would be neat to supply cloth/leather/enchanting mats and the occasional purple/blue though.
:grin: Maybe.